397 lines
10 KiB
C
397 lines
10 KiB
C
#include "function.h"
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#include "display.h"
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_keycode.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_scancode.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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unsigned short int **creatArea2D (const unsigned int N)
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{
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unsigned short int **tab2d;
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tab2d = calloc (N, sizeof (unsigned short int *));
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if (tab2d == NULL)
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{
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return NULL;
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}
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bool fail = false;
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unsigned int i;
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for (i = 0; i < N && !fail; ++i)
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{
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tab2d[i] = calloc (N, sizeof (unsigned short int));
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if (tab2d[i] == NULL)
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{
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fail = true;
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}
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}
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if (fail)
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{
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unsigned int j;
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for (j = 0; j < i; ++j)
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{
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free (tab2d[j]);
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}
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free (tab2d);
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return NULL;
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}
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return tab2d;
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}
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void free2D (unsigned short int **tab, int N)
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{
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int i;
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for (i = 0; i < N; ++i)
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{
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free (tab[i]);
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}
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free (tab);
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return;
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}
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short int canIGoDirection (short int valueOfNCase,
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short int valueOfNPlusOneCase)
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{
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if (valueOfNCase != WALL)
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{
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if ((valueOfNCase == BOX && valueOfNPlusOneCase == EMPTY)
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|| (valueOfNCase == BOX && valueOfNPlusOneCase == TARGET))
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{
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if (valueOfNPlusOneCase == TARGET)
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{
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// Box on target
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return 3;
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}
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// move the box
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return 2;
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}
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if ((valueOfNCase == BOX_ON_TARGET && valueOfNPlusOneCase == EMPTY)
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|| (valueOfNCase == BOX_ON_TARGET
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&& valueOfNPlusOneCase == TARGET))
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{
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if (valueOfNPlusOneCase == TARGET)
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{
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// Box on target and player on target too
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return 6;
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}
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// move the box but player on a target
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return 5;
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}
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if (valueOfNCase == TARGET)
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{
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// move player on target
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return 4;
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}
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if (valueOfNCase == EMPTY)
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{
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// move player
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return 1;
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}
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}
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return 0;
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}
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void move (unsigned short int **tab, vect *playerPos, vect direction)
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{
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short int valueOfNCase
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= tab[playerPos->x + direction.x][playerPos->y + direction.y];
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vect add = plusVect (*playerPos, direction);
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add = plusVect (add, direction);
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short int valueOfNPlusOneCase;
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if (add.x < 0 || add.y < 0)
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{
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valueOfNPlusOneCase = WALL;
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}
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else
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{
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valueOfNPlusOneCase = tab[add.x][add.y];
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}
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short int returnValue
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= canIGoDirection (valueOfNCase, valueOfNPlusOneCase);
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short int playerState = tab[playerPos->x][playerPos->y];
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switch (returnValue)
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{
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case 0:
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break;
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case 1:
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// move player
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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break;
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case 2:
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// move player and the box
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX;
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break;
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case 3:
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// move player and the box is well-placed
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX_ON_TARGET;
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break;
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case 4:
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// move player on a target
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_TARGET;
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break;
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case 5:
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// move box and player on a target
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX;
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_TARGET;
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break;
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case 6:
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// move player on a target and box on a target
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX_ON_TARGET;
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_TARGET;
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break;
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default:
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printf ("Commande inconnue !\n");
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}
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if (returnValue != 0)
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{
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if (playerState == PLAYER_ON_TARGET)
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{
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tab[playerPos->x][playerPos->y] = TARGET;
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}
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else
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{
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tab[playerPos->x][playerPos->y] = EMPTY;
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}
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playerPos->x = playerPos->x + direction.x;
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playerPos->y = playerPos->y + direction.y;
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}
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}
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void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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vect *targets, int nbr_targets, dis *display_user)
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{
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char last = SDL_SCANCODE_1;
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vect direction = { 0, 0 };
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char input;
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bool finish = false;
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SDL_Event event;
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while (!finish)
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{
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// printf ("Utilisez Z/Q/S/D pour bouger, X pour quitter : ");
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SDL_PollEvent (&event);
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if (event.type == SDL_KEYDOWN)
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{
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input = event.key.keysym.scancode;
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printf ("%c\n", input);
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switch (input)
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{
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case SDL_SCANCODE_ESCAPE:
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finish = true;
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break;
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case SDL_SCANCODE_D:
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direction.y = 1;
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direction.x = 0;
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break;
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case SDL_SCANCODE_A:
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direction.y = -1;
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direction.x = 0;
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break;
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case SDL_SCANCODE_W:
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direction.x = -1;
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direction.y = 0;
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break;
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case SDL_SCANCODE_S:
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direction.x = 1;
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direction.y = 0;
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break;
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default:
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direction.x = 0;
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direction.y = 0;
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last = SDL_SCANCODE_F21;
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}
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if (last != input)
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move (tab2d, playerPos, direction);
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last = input;
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if (isWin (tab2d, targets, nbr_targets))
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{
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puts ("Win!");
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finish = true;
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}
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if (islose (tab2d, N))
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{
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puts ("lose!");
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finish = true;
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}
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screenDisplaySDL (tab2d, display_user);
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}
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last = SDL_SCANCODE_F21;
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}
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}
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bool isWin (unsigned short int **tab2d, vect *targets, int nbr_targets)
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{
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int i;
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for (i = 0; i < nbr_targets; ++i)
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{
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int x = targets[i].x;
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int y = targets[i].y;
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if (tab2d[x][y] != BOX_ON_TARGET)
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{
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return false;
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}
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}
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return true;
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}
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bool islose (unsigned short int **tab2d, const int N)
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{
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int x = 0, y = 0;
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for (x = 0; x < N; ++x)
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{
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for (y = 0; y < N; ++y)
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{
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bool isblock = false;
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if (tab2d[x][y] == BOX)
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{
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vect box;
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box.x = x;
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box.y = y;
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isblock = blockBox (tab2d, box);
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}
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if (isblock)
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{
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return true;
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}
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}
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}
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return false;
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}
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vect plusVect (vect one, vect two)
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{
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vect result;
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result.x = one.x + two.x;
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result.y = one.y + two.y;
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return result;
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}
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int lengthVect (vect vector) { return abs (vector.x) + abs (vector.y); }
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bool blockBox (unsigned short int **tab2d, vect box_coor)
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{
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int nbr_touch = 0;
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vect card[4] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 } };
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int indice_card[4] = { 0 };
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int id_box = -1;
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int i;
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for (i = 0; i < 4; ++i)
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{
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vect test = plusVect (box_coor, card[i]);
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unsigned short int val = tab2d[test.x][test.y];
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if (val == BOX || val == WALL || val == BOX_ON_TARGET)
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{
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nbr_touch++;
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if (val == BOX || val == BOX_ON_TARGET)
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{
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id_box = nbr_touch - 1;
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}
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indice_card[nbr_touch - 1] = i;
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}
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}
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if (nbr_touch == 0)
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return false;
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if (nbr_touch >= 3)
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{
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if (id_box != -1)
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{
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vect other1 = card[indice_card[(id_box + 1) % 3]];
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vect other2 = card[indice_card[(id_box + 2) % 3]];
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vect test_add_other = plusVect (other1, other2);
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vect coor_box = plusVect (card[indice_card[id_box]], box_coor);
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vect other_plus_box1 = plusVect (other1, coor_box);
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vect other_plus_box2 = plusVect (other2, coor_box);
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int val1 = tab2d[other_plus_box1.x][other_plus_box1.y];
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int val2 = tab2d[other_plus_box2.x][other_plus_box2.y];
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if (test_add_other.x == 0 && test_add_other.y == 0)
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{
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if ((val1 == WALL || val1 == BOX || val1 == BOX_ON_TARGET)
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|| (val2 == WALL || val2 == BOX || val2 == BOX_ON_TARGET))
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{
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return true;
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}
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return false;
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}
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}
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return true;
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}
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if (nbr_touch == 2)
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{
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int id1 = indice_card[0];
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int id2 = indice_card[1];
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vect add = plusVect (card[id1], card[id2]);
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if (lengthVect (add) == 2)
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{
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if (id_box == -1)
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return true;
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vect test = plusVect (card[indice_card[id_box]],
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card[indice_card[(id_box + 1) % 2]]);
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test = plusVect (test, box_coor);
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if (tab2d[test.x][test.y] == WALL)
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return true;
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}
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return false;
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}
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vect normal = card[indice_card[0]];
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vect director1 = card[(indice_card[0] + 1) % 4];
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vect director2 = card[(indice_card[0] + 1) % 4];
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vect dir_test[2] = { director1, director2 };
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bool wall = false;
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for (int i = 0; i < 2; ++i)
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{
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vect current = plusVect (box_coor, dir_test[i]);
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while (!wall)
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{
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unsigned short int val = tab2d[current.x][current.y];
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if (val == WALL)
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wall = true;
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if (val == TARGET)
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return false;
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vect cur_nor = plusVect (current, normal);
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val = tab2d[cur_nor.x][cur_nor.y];
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if (val != WALL || val != BOX || val != BOX_ON_TARGET)
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{
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return false;
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}
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}
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}
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return true;
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perror ("error in blockBox");
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exit (0);
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}
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